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<div class="header">
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<a href="#pub-attribs">Public Attributes</a> &#124;
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<div class="title">brtr::RenderingPipeline Struct Reference</div>  </div>
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<p>struct holding the camera for the multi-rendering passes. Also holds the program vector for the post process pass. pass0Color, pass0depth, passPostProcess, program array, count programArray The program vector is used by the <a class="el" href="classbrtr_1_1_key_handler.html" title="Key Handler Class, handles all of our KeyFunctions, which do not belong to camera control (this are h...">KeyHandler</a> and the InteractionItems for changing the postprocess programs  
 <a href="structbrtr_1_1_rendering_pipeline.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:ae945030321a6b44f00266954c8c50bf3"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Camera &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structbrtr_1_1_rendering_pipeline.html#ae945030321a6b44f00266954c8c50bf3">pass_0_color</a></td></tr>
<tr class="memdesc:ae945030321a6b44f00266954c8c50bf3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Camera for the first pass, renders the ColorBuffer to Texture.  <a href="#ae945030321a6b44f00266954c8c50bf3">More...</a><br /></td></tr>
<tr class="separator:ae945030321a6b44f00266954c8c50bf3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a18752632c1b557d283e523ebbc0443a0"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Camera &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structbrtr_1_1_rendering_pipeline.html#a18752632c1b557d283e523ebbc0443a0">pass_0_depth</a></td></tr>
<tr class="memdesc:a18752632c1b557d283e523ebbc0443a0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Camera for the first pass, renders the DepthBuffer to Texture.  <a href="#a18752632c1b557d283e523ebbc0443a0">More...</a><br /></td></tr>
<tr class="separator:a18752632c1b557d283e523ebbc0443a0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aea2228e41f1e5c6db5d616c05ecc27fd"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Camera &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structbrtr_1_1_rendering_pipeline.html#aea2228e41f1e5c6db5d616c05ecc27fd">pass_PostProcess</a></td></tr>
<tr class="memdesc:aea2228e41f1e5c6db5d616c05ecc27fd"><td class="mdescLeft">&#160;</td><td class="mdescRight">PostProcess Camera, uses the texture from the first pass to create various effects.  <a href="#aea2228e41f1e5c6db5d616c05ecc27fd">More...</a><br /></td></tr>
<tr class="separator:aea2228e41f1e5c6db5d616c05ecc27fd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afe773fb98986d39ef23a4edf3634af10"><td class="memItemLeft" align="right" valign="top">std::vector&lt; osg::ref_ptr<br class="typebreak" />
&lt; osg::Program &gt; &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structbrtr_1_1_rendering_pipeline.html#afe773fb98986d39ef23a4edf3634af10">programs</a></td></tr>
<tr class="memdesc:afe773fb98986d39ef23a4edf3634af10"><td class="mdescLeft">&#160;</td><td class="mdescRight">vector with the avaible postprocess programs  <a href="#afe773fb98986d39ef23a4edf3634af10">More...</a><br /></td></tr>
<tr class="separator:afe773fb98986d39ef23a4edf3634af10"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>struct holding the camera for the multi-rendering passes. Also holds the program vector for the post process pass. pass0Color, pass0depth, passPostProcess, program array, count programArray The program vector is used by the <a class="el" href="classbrtr_1_1_key_handler.html" title="Key Handler Class, handles all of our KeyFunctions, which do not belong to camera control (this are h...">KeyHandler</a> and the InteractionItems for changing the postprocess programs </p>

<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00056">56</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a class="anchor" id="ae945030321a6b44f00266954c8c50bf3"></a>
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          <td class="memname">osg::ref_ptr&lt;osg::Camera&gt; brtr::RenderingPipeline::pass_0_color</td>
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</div><div class="memdoc">

<p>Camera for the first pass, renders the ColorBuffer to Texture. </p>

<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00057">57</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

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          <td class="memname">osg::ref_ptr&lt;osg::Camera&gt; brtr::RenderingPipeline::pass_0_depth</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Camera for the first pass, renders the DepthBuffer to Texture. </p>

<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00058">58</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

</div>
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<a class="anchor" id="aea2228e41f1e5c6db5d616c05ecc27fd"></a>
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          <td class="memname">osg::ref_ptr&lt;osg::Camera&gt; brtr::RenderingPipeline::pass_PostProcess</td>
        </tr>
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</div><div class="memdoc">

<p>PostProcess Camera, uses the texture from the first pass to create various effects. </p>

<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00059">59</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

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<a class="anchor" id="afe773fb98986d39ef23a4edf3634af10"></a>
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          <td class="memname">std::vector&lt;osg::ref_ptr&lt;osg::Program&gt; &gt; brtr::RenderingPipeline::programs</td>
        </tr>
      </table>
</div><div class="memdoc">

<p>vector with the avaible postprocess programs </p>

<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00060">60</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

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<hr/>The documentation for this struct was generated from the following file:<ul>
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